SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-26-11, 08:40 PM   #31
Admiral Von Gerlach
Seasoned Skipper
 
Join Date: Nov 2008
Location: Colorado and California
Posts: 726
Downloads: 358
Uploads: 0
Default

this looks remarkably like the real boats...very realistic. From family photos, it is a near perfect match....

re "mega mod" does that refer to Steel Vikings Interior mod? danke.
__________________
Erlaubnis an Bord zu kommen.
Admiral Von Gerlach is offline   Reply With Quote
Old 01-27-11, 09:42 AM   #32
Schütze
Seaman
 
Join Date: Apr 2009
Posts: 41
Downloads: 102
Uploads: 0
Default

This mod is smashing. What an atmosphere. For the first time i felt like walking in a real german submarine. Works perfectly with Steelvikings excellent interior mod.
__________________
What are wolfpacks?
-SH5 programmer, 3 months before release
http://www.subsim.com/radioroom/show...=159298&page=4
Schütze is offline   Reply With Quote
Old 01-27-11, 02:37 PM   #33
urfisch
Sea Lord
 
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
Default

right, really great mod!

__________________


urfisch is offline   Reply With Quote
Old 01-27-11, 08:31 PM   #34
Reece
CINC Pacific Fleet
 
Reece's Avatar
 
Join Date: Sep 2003
Location: Down Under
Posts: 32,756
Downloads: 171
Uploads: 0
Default

Looks great, downloading now!!
__________________

Sub captains go down with their ship!
Reece is offline   Reply With Quote
Old 02-28-11, 11:19 PM   #35
Drewcifer
Commodore
 
Join Date: Jul 2009
Location: Michigan, USA
Posts: 601
Downloads: 38
Uploads: 0
Default

Great Job!
Drewcifer is offline   Reply With Quote
Old 03-04-11, 06:23 AM   #36
7thSeal
Samurai Navy
 
Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
Default

I must have overlooked this mod and have just dled it and given it a try for a few hours. Really nice work if you want that dark 'older' interior look. One thing I've noticed while using it is that after being submerged for a long period of time then climbing up the ladder once on surface. Man its as if I can smell the fresh air and excited to see some sunshine.

Really enjoying this.
7thSeal is offline   Reply With Quote
Old 09-19-11, 06:06 PM   #37
Captain America
Planesman
 
Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 149
Uploads: 0
Default

I want to try this mod but the link on the first page is dead.

Could someone with this file kindly upload it or pm me with the link?

Thanks!
Captain America is offline   Reply With Quote
Old 09-19-11, 07:56 PM   #38
Markus Mlakar
Bilge Rat
 
Join Date: Sep 2011
Posts: 1
Downloads: 5
Uploads: 0
Default

I want to try too but link is dead!
Markus Mlakar is offline   Reply With Quote
Old 09-19-11, 07:57 PM   #39
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Hi CA, and WELCOME ABOARD Markus Mlakar! I didn't remember this mod, but when you brought back this thread I checked my own files and sure enough there it was. It's now available at Subsim Downloads.
http://www.subsim.com/radioroom/down...o=file&id=3379
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 09-19-11, 08:28 PM   #40
Captain America
Planesman
 
Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 149
Uploads: 0
Default

Good to see you Sailor Steve! The upload is much appreciated!

Salute!
Captain America is offline   Reply With Quote
Old 09-20-11, 09:27 AM   #41
Paajtor
The Old Man
 
Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,545
Downloads: 64
Uploads: 1
thank you, both of you guys!
mod looks great indeed.
__________________



Paajtor is offline   Reply With Quote
Old 09-22-11, 10:24 PM   #42
Scurvy Dog
Sailor man
 
Join Date: Jun 2007
Location: Chicago, Illinois, USA
Posts: 46
Downloads: 1457
Uploads: 0
Default Awesome

Dramatic... fascinating feel to it.... excellent job!
Scurvy Dog is offline   Reply With Quote
Old 01-25-12, 02:00 PM   #43
Michal788
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

I hate that creme yellow.
So yeah im happy with this mod.
  Reply With Quote
Old 01-26-12, 12:42 PM   #44
Poacher886
Chief
 
Join Date: Oct 2010
Location: Highlands UK
Posts: 323
Downloads: 36
Uploads: 0
Default

I dont get it , with this mod installed my U-boat is so dark i cant even see the hatches and i certainly dont get a lit-up captins sleeping compartment like your picture....its still got the red lights on.

I have installed it after SteelV interior mod aswell, and im using a decent spec 1920x1200 24" S-IPS monitor!!
Poacher886 is offline   Reply With Quote
Old 01-26-12, 02:14 PM   #45
uekel
Seasoned Skipper
 
Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
Uploads: 2
Default

Quote:
Originally Posted by Poacher886 View Post
I dont get it , with this mod installed my U-boat is so dark i cant even see the hatches and i certainly dont get a lit-up captins sleeping compartment like your picture....its still got the red lights on.

I have installed it after SteelV interior mod aswell, and im using a decent spec 1920x1200 24" S-IPS monitor!!
Hi Poacher886!

For this mod the lights.cfg is very important. Maybe you have overwrite it with another mod. For example "Dynamic Environment" do it. It would help to edit this manually to merge the mods.

How to do?

- Make a backup-copy of your XXX\SH5\data\cfg\lights.cfg
- Open the actual XXX\SH5\data\cfg\lights.cfg in notepad.
- Now exchange the green block in your finally lights.cfg.

I think it helps.

The problem is, we have only one lights.cfg for bunker, inside boat and outside boat.

Quote:
[Eye EnvironmentMapping]
CubeTexture=data/Textures/TNormal/tex/EyeCubeEnvMap.dds
Multiplier=2.5

[LightRim]
Multiplier=0.3
Spread=2

[InteractiveObjectsHighlight]
Spread=0
Blend=0
ColorR=0.58
ColorG=0.47
ColorB=0.23

[Subsurface Scattering]
; used for how much distance the light travels through the respective layer (epidermis or subdermis)
; subdermalSpread must always be larger than epidermalSpread
EpidermalSpread=0.2
SubdermalSpread=0.8

;controls how much each layer weights in the final color
EpidermalMultiplier=1.0 ; doesn't work now, must find a place for it in Granny.ps
SubdermalMultiplier=0.5

; the scattering of the light that comes through the other side of the object is taken from
; the alpha channel of the sss texture, this params acts as a multiplier
BackScatterMultiplier=0.8

;global params for hdr

; for exterior, the middleGray,MaxLumScale and LightOffset params are given from EnvColors, depending on time of day and season
[HDR Exterior]
SunMultiplier=1.0 ; multiplier for the sun color
EyeAdaptationTime=0.5 ; the time it takes for the eye to adapt to the new exposure
GaussBloomDeviation=9.4; ; Deviation factor for the Gauss Blur & Bloom
GaussBloomMultiplier=2.10; ; Multiplier for the Gauss Blur & Bloom
StarEffectMultiplier=0.20; ; Scale for the stars effect
LightShaftsStrength=0.04
LightShaftsDensity=0.7
LightShaftsDecay=0.90
LightShaftsWeight=2.20;1.00
LensFlareBlur=1.7
EnableColorCorrection=1
ColorCorrectionFilter=data/filters/ColorCorrection/hdr_exterior.cfg

; exact copy of HDR Exterior except color correction
[HDR Underwater]
EnableColorCorrection=1
ColorCorrectionFilter=data/filters/ColorCorrection/hdr_underwater.cfg

[HDR Interior Submarine]
SunMultiplier=1.0 ; multiplier for the sun color
MiddleGray=1.0 ; regulates the scene exposure
MaxLuminanceScale=1.80 ; controls how much the eye adapts
LightOffset=0.100 ; a larger amount means less glow from the bright pass
EyeAdaptationTime=10.0 ; the time it takes for the eye to adapt to the new exposure
GaussBloomDeviation=1.0 ; Deviation factor for the Gauss Blur & Bloom
GaussBloomMultiplier=0.70 ; Multiplier for the Gauss Blur & Bloom
StarEffectMultiplier=0 ; Scale for the stars effect
BloomEffectMultiplier=2.15 ; Scale for the bloom effect
LightShaftsStrength=0.08
LightShaftsDensity=0.8
LightShaftsDecay=0.98
LightShaftsWeight=1.60
LensFlareOffset=2.5 ; amount of light that goes into lensflare (relative to LightOffset)
LensFlareMultiplier=0.05
LensFlareBlur=0.7
EnableColorCorrection=1
ColorCorrectionFilter=data/filters/ColorCorrection/hdr_interior_submarine.cfg

[HDR Interior Bunker]
SunMultiplier=1 ; multiplier for the sun color
MiddleGray=0.1 ; regulates the scene exposure
MaxLuminanceScale=10.00 ; controls how much the eye adapts
LightOffset=0.2 ; a larger amount means less glow from the bright pass
EyeAdaptationTime=2.0 ; the time it takes for the eye to adapt to the new exposure
GaussBloomDeviation=4.15 ; Deviation factor for the Gauss Blur & Bloom
GaussBloomMultiplier=1.5 ; Multiplier for the Gauss Blur & Bloom
StarEffectMultiplier=0 ; Scale for the stars effect
BloomEffectMultiplier=0.183 ; Scale for the bloom effect
LightShaftsStrength=0.022
LightShaftsDensity=0.6
LightShaftsDecay=0.97
LightShaftsWeight=1.0
LensFlareOffset=2 ; amount of light that goes into lensflare (relative to LightOffset)
LensFlareMultiplier=0.3
LensFlareBlur=3.0
EnableColorCorrection=1
ColorCorrectionFilter=data/filters/ColorCorrection/hdr_interior_bunker.cfg
uekel is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:38 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.